233/p218- Usually geometries are reduced to triangular or square meshe terjemahan - 233/p218- Usually geometries are reduced to triangular or square meshe Bahasa Indonesia Bagaimana mengatakan

233/p218- Usually geometries are re

233/p218
- Usually geometries are reduced to triangular or square meshes. Therefore it is not possible to render procedural geometries.
- A solution with high resolution requires a lot of memory.
- Only the solution of the GI which is part of the diffused channel is computed. Effects such as glossy reflections must b computed separately, without possibility of caching.
Examples
- Some radiosity methods.

Hybrid Methods
In some case the employment of different combinations between view independent and view dependent systems.
Examples
- In Vray Photon Mapping and Irradiance Map.
- In mental ray Photon Mapping and Final gather.
- In 3ds max Radiosity and Light Trace.
VRay supported methods
VRay supports different methods for GI computation: exact, approximate, shooting and gathering, according to the kind of job and the scene, some methods are to be preferred against others.

Exact Methods
VRay supports two types of exact methods: the QMC and the PPT (Progressive Path Tracing). The QMC works in a tradisional way, by using a system based on buckets, which consists of the reconstruction of the image zone by zone, usually squared. The Path Tracing rebuilds the render “little by little”, refining the image gradually.

Approximate Methods
Irradiance Map, Light Cache, and Photon Map, or rather the other methods of VRay, are approximate methods.

Shooting Methods
The Photon Map alone is to be considered a shooting method in VRay.

Gathering Methods
Irradiance Map, Light Cache, and QMC GI are Gathering Methods.

Hybrid Methods.
VRay can use different kinds of engines for the primary and secondary bounces. The primary bounces, computed by a first engine of the GI, are the first bounces the light os subjected to just after the emission. After the first bounce GI’s computation is managed by a second engine, which computes the following rebounds. Thus, it is possible to use two different computation methods, one for the rpimaru bounces, and one for the secondary ones.
Now, a question might arise. How can one know which is the best solution for his job, among all these possibilities? Actually there is no rigorous rule. For example, a room can be rendered with the method QMC + QMC, QMC + LC, or IM+LC, or IM+PM too. All these pairs might give the same result, but following different procedures and paths, each one with its advantages and disadvantages.

234/p219
Indirect Illumination (GI) in VRay
VRay contains many methods for GI computation:
- QMC, also named Direct computation or Brute Force.
- Irradiance Map
- Photon map
- Light Cache

Direct Computation (QMC GI)
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233 p218-Biasanya geometri direduksi menjadi jerat segitiga atau persegi. Oleh karena itu tidaklah mungkin untuk membuat prosedural geometri.-Solusi dengan resolusi tinggi memerlukan banyak memori.-Hanya solusi GI yang merupakan bagian dari saluran disebarkan dihitung. Efek seperti glossy refleksi harus b dihitung secara terpisah, tanpa kemungkinan caching.Contoh-Beberapa metode radiositas.Metode HybridDalam beberapa kasus pekerjaan kombinasi yang berbeda antara Lihat independen dan melihat tergantung sistem.Contoh-Dalam Vray foton pemetaan dan peta Irradiance.-In mental ray foton pemetaan dan mengumpulkan Final.-Dalam 3ds max radiositas dan jejak cahaya.Metode VRay didukungVRay mendukung metode yang berbeda untuk perhitungan GI: tepat, perkiraan, menembak dan mengumpulkan, sesuai dengan jenis pekerjaan dan adegan, beberapa metode yang lebih disukai terhadap orang lain.Metode yang tepatVRay mendukung dua jenis metode yang tepat: QMC dan PPT (progresif jalur melacak). QMC bekerja dengan cara tradisional, dengan menggunakan sistem yang didasarkan pada ember, yang terdiri dari rekonstruksi gambar zona oleh zona, biasanya kuadrat. Menelusuri jalan membangun kembali membuat "sedikit demi sedikit", penyulingan gambar secara bertahap.Perkiraan metodeIrradiance peta, Cache cahaya, dan peta foton, atau agak lain metode VRay, adalah perkiraan metode.Menembak metodeFoton peta sendiri akan dianggap sebagai metode penembakan di VRay.Metode pengumpulanIrradiance peta, cahaya Cache dan QMC GI adalah metode pengumpulan.Metode Hybrid.VRay dapat menggunakan berbagai jenis mesin untuk bouncing primer dan sekunder. Bouncing utama, yang dihitung dengan mesin pertama GI, yang bouncing pertama yang os cahaya dikenakan hanya setelah emisi. Setelah GI bouncing pertama perhitungan ini dikelola oleh sebuah mesin yang kedua, yang menghitung rebound berikut. Jadi, mungkin untuk menggunakan metode perhitungan berbeda dua, satu untuk bouncing rpimaru, dan satu untuk yang sekunder.Sekarang, pertanyaan yang mungkin timbul. Bagaimana seseorang bisa tahu yang merupakan solusi terbaik untuk pekerjaannya, antara semua ini kemungkinan? Sebenarnya ada tidak ada aturan yang ketat. Sebagai contoh, sebuah ruang dapat diberikan dengan metode QMC + QMC, QMC + LC, atau IM + LC atau IM + PM juga. Semua pasangan ini mungkin memberikan hasil yang sama, tapi berikut prosedur yang berbeda dan path, masing-masing dengan kelebihan dan kekurangan.234 p219Iluminasi tidak langsung (GI) di VRayVRay berisi banyak metode untuk GI perhitungan:-QMC, juga bernama perhitungan langsung atau kekerasan.-Peta irradiance-Peta foton-Cache cahayaLangsung perhitungan (QMC GI)
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233/p218
- Usually geometries are reduced to triangular or square meshes. Therefore it is not possible to render procedural geometries.
- A solution with high resolution requires a lot of memory.
- Only the solution of the GI which is part of the diffused channel is computed. Effects such as glossy reflections must b computed separately, without possibility of caching.
Examples
- Some radiosity methods.

Hybrid Methods
In some case the employment of different combinations between view independent and view dependent systems.
Examples
- In Vray Photon Mapping and Irradiance Map.
- In mental ray Photon Mapping and Final gather.
- In 3ds max Radiosity and Light Trace.
VRay supported methods
VRay supports different methods for GI computation: exact, approximate, shooting and gathering, according to the kind of job and the scene, some methods are to be preferred against others.

Exact Methods
VRay supports two types of exact methods: the QMC and the PPT (Progressive Path Tracing). The QMC works in a tradisional way, by using a system based on buckets, which consists of the reconstruction of the image zone by zone, usually squared. The Path Tracing rebuilds the render “little by little”, refining the image gradually.

Approximate Methods
Irradiance Map, Light Cache, and Photon Map, or rather the other methods of VRay, are approximate methods.

Shooting Methods
The Photon Map alone is to be considered a shooting method in VRay.

Gathering Methods
Irradiance Map, Light Cache, and QMC GI are Gathering Methods.

Hybrid Methods.
VRay can use different kinds of engines for the primary and secondary bounces. The primary bounces, computed by a first engine of the GI, are the first bounces the light os subjected to just after the emission. After the first bounce GI’s computation is managed by a second engine, which computes the following rebounds. Thus, it is possible to use two different computation methods, one for the rpimaru bounces, and one for the secondary ones.
Now, a question might arise. How can one know which is the best solution for his job, among all these possibilities? Actually there is no rigorous rule. For example, a room can be rendered with the method QMC + QMC, QMC + LC, or IM+LC, or IM+PM too. All these pairs might give the same result, but following different procedures and paths, each one with its advantages and disadvantages.

234/p219
Indirect Illumination (GI) in VRay
VRay contains many methods for GI computation:
- QMC, also named Direct computation or Brute Force.
- Irradiance Map
- Photon map
- Light Cache

Direct Computation (QMC GI)
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